CPU usage

I develop an app quite heavy. Some time the number of fps fall. When I have a look on the cpu usage, the CPU is not use at 100%. I have most of the time only two cores use. When the game lag new cpu is use but it take time to activate them. Is there a way to prevent an increase of the cpu use? There is a way to force a cpu to be activate?

To get value of use of the cpu I use https://www.gamebench.net/

Hi.  I’m not 100% clear on the question, but I’ll try to give some help:

  1. Corona is single threaded.  So, if you’re thinking you’ll get a ‘boost’ w/ more cores/threads that won’t help.  The only thing that will do is help you if the device you’re on is running other (competing) apps in the background.
  2. CPU usage is only part of the FPS equation.  If you over tax the graphics pipeline you’ll see a slowdown too, so low FPS can be cased by all of these separately or together:
  • Too many objects being created at once.
  • Too many objects being displayed.
  • Too many shader features being used in any one frame.
  • Too many masks and/or containers being created at once.
  • Too many masks and/or containers being displayed at once.
  • Too much information (including objects) loaded into main memory.
  • Too many timers and or enterframe listeners firing in a single frame.
  • Too many inputs events being processed and acted on (especially accelerometer events)
  • Too many transitions in flight (running at same time).

Note: I differentiate creation costs from display costs.  Actually creation costs are Creation + One  Display, so it is much easier to hit this bump.  Once an object is created, having too many can also be a problem.

Note 2: I know you’ll probably want numbers to go w/ the concept of ‘too many’, but I don’t have anything for  you right now.  I once dedicated significant time to benchmarking Corona features on multiple hardware device (with the help of others), but that was years ago and my data is lost and old.

Thank you

Hi.  I’m not 100% clear on the question, but I’ll try to give some help:

  1. Corona is single threaded.  So, if you’re thinking you’ll get a ‘boost’ w/ more cores/threads that won’t help.  The only thing that will do is help you if the device you’re on is running other (competing) apps in the background.
  2. CPU usage is only part of the FPS equation.  If you over tax the graphics pipeline you’ll see a slowdown too, so low FPS can be cased by all of these separately or together:
  • Too many objects being created at once.
  • Too many objects being displayed.
  • Too many shader features being used in any one frame.
  • Too many masks and/or containers being created at once.
  • Too many masks and/or containers being displayed at once.
  • Too much information (including objects) loaded into main memory.
  • Too many timers and or enterframe listeners firing in a single frame.
  • Too many inputs events being processed and acted on (especially accelerometer events)
  • Too many transitions in flight (running at same time).

Note: I differentiate creation costs from display costs.  Actually creation costs are Creation + One  Display, so it is much easier to hit this bump.  Once an object is created, having too many can also be a problem.

Note 2: I know you’ll probably want numbers to go w/ the concept of ‘too many’, but I don’t have anything for  you right now.  I once dedicated significant time to benchmarking Corona features on multiple hardware device (with the help of others), but that was years ago and my data is lost and old.

Thank you